This bit about custom models comes from TNE26:
"Ok, W/O downloading, I'll start by telling the proper way of including custom objects with a map.
There are basically two ways of doing this. One by embedding the custom statics in an "Objects" folder in the maps client and server zips, and the other is by having the objects in seperate Object zips with a ClientArchives.con and a ServerArchives.con in the maps zips.
I mix the methods, but I usually use the external method with many and big extra files, and the internal one with small files.
Use of external:
Pack the objects in the correct order in server and client order, and name them something, I.e statics_client.zip and statics_server.zip. Use the BF2 Pack Batches for WinRAR to make sure the files are correctly packed.
Get the ClientArchives.con and the ServerArchives.con from FH2 and add this line to the top:
CODE
fileManager.mountArchive Levels/#YOUR_LEVELNAME#/#YOUR_ZIPNAME#_#SERVER OR CLIENT#.zip Objects
Replace the things between ## to the names corresponding to your data. Here's an example from one of my maps:
CODE
fileManager.mountArchive Levels/Kahluji_Desert/Objects_client.zip Objects
After packing your map, put the ClientArchives.con in your client.zip and the ServerArchives.con in your server.zip
Use of internal:
If you don't know exactly which files should go in client and server, you should use the BF2 Pack Batches for WinRAR to seperate the files.
Take the files for the client and put them in an "Objects" folder in the client.zip of your map, and the ones for the server and put them in an "Objects" folder in the server.zip, so the file structure will be \#YOUR LEVEL#\#client.zip OR server.zip#\Objects\StaticObjects.
It should work."
The next one comes from mschoeldgen[Xww2]:
"If it only deals with statics and/or custom vehicles there's an easy way to include them in your map. First, to use them from within the editor you have to place them in the standard mod's /object folder else the editor won'thave access to them . Now also copy the objects into an /objects folder in your map in the same path they reside in the normal objects folder.
Ok, once you have them there you somehow need to 'run' them . I prefer the method of putting my custom object calls into the tmp.con of my map. This file won't be destroyed by the editor . Edit this file with a texteditor and add your objects in this manner:
CODE
run /objects/staticobjects/mycustomhouse1
run /objects/vehicles/land/KingTiger
and so on. The models can use all textures from FH2, BF2 ( the parent mod) or they could be supplied in your map. Only make sure that everything resides in your custom /objects folder in the map.
To pack the map you could use either my packing batch files for WinRAR or the new ones using 7zip by bergerkiller. ( Hopefully he has tested this, for my batches i know it works )
http://bfeditor.org/forums/index.php?showtopic=12042I'm not sure though if packing from the editor does the right thing.
Note that its not possible for a map to patch existing textures. if you lan this , you need to introduce your own custom texture suffix ( like 'woodland' ) and give your patched textures this suffix."
I'm still trying to understand this so I can get the stuff working.